/Engine/Source/Runtime/EngineSettings/Classes/GameNetworkManagerSettings.h
Holds the settings for theAGameNetworkManagerclass.
class UGameNetworkManagerSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
int32
BadPingThreshold
The point we determine the server is either delaying packets or has bad upstream.
uint32: 1
bIsStandbyCheckingEnabled
Used to determine if checking for standby cheats should occur.
float
JoinInProgressStandbyWaitTime
The amount of time to wait before checking a connection for standby issues.
int32
MaxDynamicBandwidth
Maximum bandwidth dynamically set per connection.
int32
MinDynamicBandwidth
Minimum bandwidth dynamically set per connection.
float
PercentForBadPing
The percentage of clients with bad ping before triggering the standby code.
float
PercentMissingForRxStandby
The percentage of clients missing RX data before triggering the standby code.
float
PercentMissingForTxStandby
The percentage of clients missing TX data before triggering the standby code.
float
StandbyRxCheatTime
The amount of time without packets before triggering the cheat code.
float
StandbyTxCheatTime
The amount of time without packets before triggering the cheat code.
int32
TotalNetBandwidth
Total available bandwidth for listen server, split dynamically across net connections.